Full Name |
Jing-De |
Race |
NG | Male Human Sorcerer 9 | HP: 89/80[/9]| AC: 24 | [b]F: +15; R: +16; W: +16 | Perception +16 | Initiative +18 | Spells: 1 (4/4) 2 (4/4) 3 (4/4) 4 (4/4) 5 (3/3)| Fcs Points: 2/2 | Hero Points: 1/2 | Exploration: Avoid Notice (+2) |
About Jing-De
◆ Single action ◆◆ Two actions ◆◆◆ Three actions ◇ Free action ⟳ Reaction
Name Jing-De
Ancestry Human | Heritage Skilled
Class Sorcerer | Deity Tsukiyo & reformist Sangpotshi
Alignment NG | Traits Human, Humanoid
Perception +16 [ T ] ##
Languages Tian
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AC 24 [ T ], Fort +15 [ E ], Ref +16 [E], Will +16 [E]
Bloodline Resistance: +1 status bonus on saves vs spells and magical effects
[b]Shield cantrip +1 AC, Hardness 15
Resistances & Immunities none
HP 89 (8 Ancestry, 54 Class, 18 CON, 9 Toughness)
Class DC 28 [ E ]
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Speed 25 ft
Melee 1 Staff +11, Damage 1D4 or 1D8 B
Melee 2 Dagger +14, Damage 1D4+2
Ranged 1 Ray of Frost +18, Damage 3D4+4 Cold
Ranged 2 Disrupt Undead DC 28 basic Fortitude save, Damage 2D6+4 Positive - on a crit fail, the creature also becomes Enfeebled 1 for 1 round
◆: Shield, Strike, Stride, Intimidate, Recall Knowledge (Kamo buff: Clue In)
◆◆: Spells
Frostbite - basic Fort vs DC 28 - xd4 cold damage - on a crit become vulnerable 4 to bludgeoning damage for 1 round
[dice=Cold damage]5d4[/dice]
[dice=Positive damage vs DC 22 basic Fort save]3d6+4[/dice] on a crit fail, the creature also becomes Enfeebled 1 for 1 round
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Str 10 Dex 16 Con 14 Int 10 Wis 16 Cha 19
Skills Religion T +14 | Intimidation T +15 | Farming Lore T +11 | Crafting T +11 | Diplomacy M +19 | Perform T +15 | Medicine M +19 | Nature T +14| Society T +11 | Lore Willowshore M +15
Bonuses to skills: +1 item bonus to diplomacy, Occultism and Performance while in Willowshore. +1 item bonus to diplomacy when making an impression when having/sharing drinks is involved, +1 to Medicine from Improved Healer's Tools.
Bonus to Recall Knowledge: Kamo can use the 'Clue In!' reaction.
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Ancestry Feats & Abilities
-1 Adapted Cantrip: Gain Ray of Frost as a Divine cantrip.
-1 Natural Ambition: Reach Spell
-General Training: Improved Initiative
Skill Feats
-BG Hobnobber: The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead.
-2 Battle Medicine: One Action - Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
-4 Group Impression: can Make An Impression on four targets at once.
-6 Additional Lore: Willowshore Lore
-8 Robust Recovery: When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.
General Feats
-3 Canny Acumen: Become Expert in Perception. Retrain at level 11.
-7 Toughness: Gain +1 HP per level.
Class Feats & Abilities
-Psychopomp Bloodline: You cast spells from the Divine spell list. You become trained in Intimidation and Religion.
-Bloodline Spells & Focus Spell: You gain the following spells: cantrip: disrupt undead, 1st: heal, 2nd: calm emotions, 3rd: searing light, 4th: dimensional anchor, 5th: death ward, 6th: spirit blast, 7th: finger of death, 8th: spirit song, 9th: massacre. You gain the Sepulchral Mask focus spell and a focus point.
-Blood Magic: Either you gain a +2 status bonus to Fortitude saving throws for 1 round, or a target takes 1 damage per spell level. The damage is negative if the target is living or positive if the target is undead. If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.
-Expert Caster
Sorcerer Feats
-2 Dangerous Sorcery: When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level.
-4 Divine Evolution: You gain an additional spell slot of your highest level, which you can use only to cast your choice of heal or harm. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire.
-6 Advanced Bloodline: Spirit Veil focus spell, +1 focus point.
-8 Bloodline Resistance: You gain a +1 status bonus to saving throws against spells and magical effects.
Dedication Feats
-2 Oracle Dedication: Cosmos mystery. You become trained in Nature and Society. You have your head in the clouds—and not just figuratively. Your body is drawn toward the heavens, making you lighter and less substantial than you should be. Your eyes glow with starry light, and your hair and clothing float and drift around you. Gain Guidance and Rousing Splash as cantrips.
-4 Spellcasting Benefits: Gain 'Protection' as a spell known, and one 1st level spell slot.
-6 Basic Feat: Widen Spell
-8 Mysterious Breadth: Increase the number of spells in your repertoire and the number of spell slots you gain from oracle archetype feats by 1 for each spell level other than your two highest oracle spell slots.
Bonus Feats
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Magic Tradition Divine
Spell Attack Roll +18 [T]
Spell DC 28 [T]
Spells
0 (c): Disrupt Undead, Ray of Frost, Forbidding Ward, Shield
0 (o): Guidance, Rousing Splash
S1 (4 per day): Heal*, Command, Magic Weapon, Fear
S2 (4 per day): Calm Emotions*, Spiritual Weapon, Warrior’s Regret, Resist Energy
S3 (4 per day): Holy Light*, Heroism, Wall of Virtue, Cleanse Affliction*
S4 (4 per day): Planar Tether, Fly, Divine Wrath, Read Omens
S5 (3 per day): Death Ward, Scouting Eye, Summon Celestial*
O1 (2 per day): Protection
O2 (1 per day): Clear Mind (remove fear, etc)
O3 (1 per day): Protection (level 3)
Bonus: Heal or Harm at max level, once a day.
An asterisk indicates the spell is a signature spell.
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Items Staff, Dagger, Backpack (contains: rations, soap, mess kit, flint and steel, spare clothes), Bedroll, Waterskin, Set of Carved Bone Dice (gaming set), Notebook & Writing Utensils, Basic Crafter’s Book (contains all level 0 crafting formulas plus level 1: craft scrolls), Wooden Koudi (flute, instrument), Cantrip Deck (contains the following five cantrips: Stabilize x2, Prestidigitation x2, Bullhorn x1), Healer's Kit, 2x Lesser Healing Potion, Silver Holy Symbol of Tsukiyo, Rope of Climbing, Flask of Fellowship, Lesser Prayer Beads (+1 to heals when actively worn), Wand of Restoration, Improved Healer's Tools, Scroll of Banishment
Items Left At Home -
Bulk
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Background
Some ninety years ago, Jing’s ancestor moved to Willowshore. She came with the hope that her husband, who had disappeared the night after he turned twenty-eight, would be reincarnated and be brought back into her life. Part of her knew that it was folly, but a broken heart can set a person on a broken path. She lived a selfless life and took care of her children as a single mother while also helping with the construction of the monastery. Later on in life, she gained the ability to glimpse at the great beyond, and, as the years went on, her vision slowly shifted from the material world to the beyond. Of her children, none inherited the gift.
It wasn’t until Jing’s father, her grand-grandson, turned twenty-eight that the gift manifested itself once more in the De bloodline. Jing was but a baby when his father, driven mad by visions, fled town and was never heard of again. His mother left town when Jing turned 17 and moved in with her family. Jing has no direct family in town.
Now, twenty-eight, Jing pre-emptively sought help to prevent a repeat of what happened to his father. Elizeth Candorra, Willowshore’s priestess of Pharasma, has given him advice on how to prepare for what’s to come, and how to deal with what he’ll experience. She suggested that he ought to try to not just see the horror in death, but instead to find a way to (re)normalize his relationship with death.
The visions have started and they mostly hit Jing when he’s sleeping. But unlike dreams, those fickle things that evaporate from the mind once the day begins, these vivid scenes stick with him.
In an effort to achieve a (re)normalization of his problem with death and what lies beyond, Jing-De has started offering therapy services to the bereaved. Rumors say that Jing-De has the ability to hear words from loved ones who have passed to the great beyond. Nonsense, of course, but Jing-De hasn't openly denied the rumor, knowing that this hope - false it might be - could lower the threshold for people to go out and seek help. The Gods Above know they can use some.
Personality
Jing-De is a healer of sorts, but his focus lies on the spirit and the soul. This, apparently, involves a lot of talking and reflecting on life while enjoying a cup of tea. He also tends to a Tsukiyoan moonlight garden in which he grows special herbs and roots. Some are medicinal, others are for the soul, and a few offer doorways to enlightenment.
He used to be a carefree dreamer who saw a ray of sunshine behind every dark cloud, but now, the days leading to nothing but dark nights. He’s a struggling soul who has yet to come to terms with his awakening. Equal parts insecure and tenacious, Jing will do his darnedest to regain control of his life and future.
Appearance
A handsome man who doesn’t see the spark in his eyes and warmth in his smile, Jing-De’s current struggles haven’t diminished his looks but obfuscated who he really is. His hair is a bit of a mess, and he really ought to get some new clothes, but Jing is completely obsessed with what’s inside him, and not what’s on the outside.